Super Smash Bros Brawl missing tracks? by TheUltimateKoopa at 4:41 PM EDT on April 9, 2010
No, I'm not talking about the ones that everyone here's probably aware of. I (too) am aware of the missing tracks such as the Mario & Luigi: Partners in Time Boss Battle theme, Beware the Forest's Mushrooms etc. But there are still numbers missing, as you know. Has anyone found what A18, A19, Y06, Y12, Z09, Z12-Z15, Z19, Z20, Z24, Z26-Z34, Z36-Z45, Z48, or Z49 are?
Um, the part I quoted in small text. Please read thoroughly before getting pissy, yourself.
To clarify: No, I don't know anything about what the A##, Z## are supposed to be. But I do know that people spreading information like "'BEWARE THE FOREST'S MUSHROOMS' WAS SUPPOSED TO BE IN THE GAME" is bullshit.
I'm pretty sure he meant that the song you listed as "missing" is BS, in that there's no way to verify that that particular song was intended to be in the game in the first place, and is therefore not necessarily missing (how can it be missing, if it wasn't supposed to be there in the first place?).
I could be wrong, but I'm pretty sure he wasn't calling your post as a whole BS. And as far as I know, no one has been able to identify with certainty what those various "missing" numbers were originally supposed to be. [EDIT]
I removed a huge chunk of my post, because I found this forum post (though, the real discussion starts here) which announces the release of the collection I was attempting to remember. Unfortunately, as you will no doubt notice, EditorArtist's web page no longer exists. However, if you continue on to the next page, there's a link to the FFShrine forums (I doubt the links in that FFshrine post work as well), and there you might find some interesting information regarding how they decided on the songs they chose to include in their compilation.
Last, if you want to actually download their collection, I did a Google search for "editorartist super smash bros. brawl lost tracks" and got numerous results, though I don't know how reliable any of them are. Worst case scenario, I most likely still have the "WIP" set he made on my PC somewhere (but don't hold your breath on me finding it), and I could upload it. However, it appears that, right now, this torrent has a seed. It's only 56.7-ish MB, so I hopped on it to see what happens.
[EDIT(4?)] I checked the HTML in the torrent, and it does indeed contain the source information for the songs that EditorArtist used for for his "lost" tracks, and his reasoning for using them. You might find it interesting.
Honestly, in my opinion, this "lost tracks" thing is probably as close as you're going to get to filling in those "missing" numbers. While this "lost tracks" collection is, essentially, one person's opinion on the matter, I just don't think you'll ever find official information on this. The only people who even might know work at Nintendo, and I doubt they even know, since it's entirely possible those empty numbers were simply place holders.
Anyway, hopefully you find this remotely useful. Mouser X over and out.
Well by "missing" I meant "was rumored to have originally been planned to be in the game but taken out". It just seems weird how in the ISO, there's certain seemingly missing tracks, i.e. how it goes from A17 to A20.
Those numbers could have been used for alternate mixes or takes of the same song. We'll never know.
@ Mouser X: Thanks for doing that research. I couldn't remember the name of that kid, but I do remember he had some totally baseless claims for what he thought those songs might be. Totally worthless hyperactive Nintendo fancruft crap. It didn't help that he started spamming it on every active Nintendo forum he could find.
I think the point was that in the brsar they had names for the missing tracks, which all pointed to the silent dummy track. From those names you could easily guess what the tracks were supposed to be.
Yeah. There was names for some of the missing tracks (though some were more ambiguous than others), which is why people thought they may have been hidden in the game data somewhere. They weren't, however. And there's no way of knowing at what point the names may have been put in the file to know whether the arrangements for those songs were ever even started. But if these tracks don't even have any names attached to them, there's basically no way of knowing what they may have been if they ever even existed. Most of them are just from the fanfare section of the files, anyway.
Seeing as there isn't a recent Brawl topic, I'll ask here. Is there a good-ish quality MP3 converted full rip of Super Smash Bros Brawl (before you say "OMG you idiot", read the rest) -- that has TWO loops? I did find one, but rapidshit.... well it pretty much explains it. I don't really feel like downloading 26 parts to a RAR file at 200 MB each, which including waiting time could take about 20-30 minutes each. And 5 GB for just under 400 songs is stupid, but then, they are FLAC files that I strated downloading, but I can't be bothered. So, yeah, is there? Preferably named correctly. I'm not that bothered about the Artist being added, but if that's done, that's OK. Also, for the sake of ordering, I'd also prefer it if the track number and disc numbers had been correctly .... well you know, put in there. Like all the As would be Disc 1, Bs, Disc 2. E.g. G04 would be the Track 4 of Disc 7.... there's the thing at videogamescrapbook, but that guy has an obssession with 1 loops + stupidly long 20-30 second delayed fade outs which last 10 seconds. I'd rather have 3:44 of King Dedede's Theme or whatever it is than less than 2 minutes. I have got the streams, but I can't find the track names and I can't be bothered to put in the track number data (i.e. Track 5 of 7, or whatever) for all 300+ tracks, especially if it's been done before.
THe reason for this, as with the Super Paper Mario request (i.e. a properly tagged set) is that my sister has the Brawl and SPM soundtrack (not official soundtracks but simply converted rips), however, the Brawl tunes are too short (1 loop) and the SPM tunes are untagged as I've said before.
probably won't have any luck. what you could try doing is converting all the brstm files to mp3, then copying over all the tags and filenames from the videogamescrapbook set. should some way to do this... maybe using 'mp3tag', though i dunno. can't think of any other solution.
Yeah, it was strictly 2 loops, and as a bonus contained line-in rips of non-streamed stuff. I don't have the MP3 version, though, it's probably still being seeded.
the rip in question The MP3 torrent is really slow, you might get the FLAC version faster! And you might just be better off finding a renamed .brstm set, it'll be smaller than the MP3s here.
I wonder only why you release a "FLAC" version of a Gamerip, instead of using the original BRSTM files to play looped in Winamp or XMPlay ) I would say because FLAC allows tags and BRSTM doesn't.
Till the day VGMStream (If it ever does) and its files supports tags, FLAC > BRSTM.
Except that FLACs don't loop, and thus, can never be better than a looped format (thus including BRSTM). For me, loops == better than non-looped any day. I can live without tags. It's the looping feature I'm interested in. Mouser X over and out.
Well, there's also the non-streamed tracks. It isn't as important as in, say, Prime Blue's Twilight Princess rip, but it's still worthwhile. I find myself listening to my Vorbis transcode of this FLAC set more often than the brstms anyway.
How difficult would it be to modify GENH Creator in VGM Toolbox to have an option to tack some kind of xSF tag on the end of the header and adjust the original stream data offset etc. accordingly? That, or possibly stick the tag on the end of the file and have GENH store the tag's offset like real xSF files do? The tag format is ridiculously simple and certainly has enough standard field names and data length to support whatever information most users would want in it.
Another possibility is to have vgmstream have some kind of simple database file (even as simple as an INI file, perhaps), though this falls through if the user moves or renames a stream file.
There's also the possibility of having text files that are simply tags, but then if a user renames or moves a stream file, the header/tag file would have to be moved or renamed in kind.
If anyone wants to aid me in learning whatever programming language, I'll gladly make some kind of mass tagger thing for VGM Toolbox that adds a header like GENH does and/or modifies GENH'ed files with a tag, if no one else wants to do it.
As HCS said, the idea of tags for VGMstream supported formats is nothing new. Many ideas have been passed around (in fact, every single one of the ones you mentioned), but obviously, none of them have been implemented, or finalized. As near as I remember, the 3 biggest problems are
1) Someone needs to program it. Basically, if someone writes the necessary program/implementation, and it's able to be easily patched into VGMstream, HCS has said that he'll most likely accept it.
2) What data needs to be stored? As we've seen with GENH, not all streamed formats contain the data within the file itself that it actually needs to be able to be played back properly. Sometimes the tags would need to store the interlacing (or something like that), or the sample rate, or the loop points, or any number of other oddities. And, obviously, since you want tags, author, title, "album" (aka game), etc. as well.
3) What format should the tags be saved in? APE? TXT? INI (which is text)? GENH? With a TXT file, it makes the tags very easy to edit/alter/create. And, essentially, all the tag data could be stored in that TXT file. "associating" it with the proper stream would be easy enough. If "<name>.DSP" is loaded, VGMstream does a search for the accompanying "<name>.tag" file, or vice-versa (or, the "tag" file could contain the file name(s) inside in some form of a tag, which VGMstream then loads).
Obviously, INI and TXT are virtually identical, though I assume that with the INI, you're intending it to be closer to a database, with all the tag data from the various games stored in one file. While that would work, it's certainly not the method I would prefer. Personally, I'm quite happy with a separate "tag" file for each stream file. Or, theoretically, maybe a separate "tag/DB" file for each "album/game", but I wouldn't want my "tag" files to cover any more than a single collection/game/album. Maybe that's just me.
As for GENH, when it was very very first implemented, there was very rudimentary tag support in place (it was never used, and I'm not even sure the code for it was ever even "active"). This was eventually removed for various reasons, one of which being that it wasn't implemented well, but also that people couldn't quite agree on how to "fix" it.
I think the APE suggestion is "new" (I don't recall hearing of it before). My assumption is that GENH would be used as it currently stands, and that the APE tags would be appended onto the back of the GENH file. Considering that the code necessary to store and read the tags is already created, I can see why HCS would say that APE tags are one of the best ideas he's heard so far. I'm not familiar with APE tags, but from what I understand, they're very flexible, and could therefore be used to store whatever data might be necessary. So, if I'm understanding correctly, it might be closer to GENH+APE to do the tag storage (since GENH already serves a number of purposes, one of which is to store necessary data so that the streams can be played properly, but also to create a "mask" around the file, so that the original streamed data remains unaltered). Thus, you'd use GENH to "mask" the file, and APE to provide tags. -----
Really, there's a number of various ideas for implementation of tags to VGMstream out there. The biggest thing holding it back is that no one has written an implementation to do it. The 2nd is, as mentioned above, that it's often difficult to decided what information should be stored in the tags (and of course, what format to use. I'm a fan of the "secondary" tags. Aka, TXT/"helper file" tags). If someone were to create an implementation that HCS was willing to put into VGMstream, chances are that whatever method that person chose would be the "final" method (they did the work, they made the choice. If you don't like it, why didn't you do it?).
Chances are that I haven't completely explained the situation. Nonetheless, I'm fairly certain I covered enough of it, that my explanation will suffice. If anyone here wants to write/implement tags into VGMstream, go ahead. Let's see what you've got to offer. Mouser X over and out.
Yes, I realize that things have been suggested without action taken; that's why I included the suggestion that I'd do it. I've scripted tagging things in mIRC script, so I know the logic involved is simple; it's just a matter of learning the basics of some programming language and actually coding the thing. I'm motivated to do it, I just need a sense of direction as far as what language would be good, maybe the name of a good resource for learning said language, whether or how it could be implemented into VGM Toolbox, and any other useful information.
Also, Mouser's idea of keeping GENH Creator as it is but appending APE tag support is exactly what I was talking about with xSF tag support. I figured xSF tags would be easier to implement since their logic is about as simple as it gets, but APE tags would be decent as well, as I recall.
As far as where the stream specs would be stored in the tag....Like I said, I was thinking of just appending the "tag" to GENH data, and the GENH header already holds all that information. The tags would only deal with Composer, Game, Title, Year, Publisher, etc.
Like I said, I've done some tag reading/writing scripts before and would like to learn the basics of a new language anyway, I just need a sense of direction as to what language etc. would be most beneficial to the user base.
Wow, Koto, no offense but if that was directed at me, I have a few things to say. Firstly, you're way fucking late. Secondly, you're telling me to do what I OBVIOUSLY already did? How the fuck would I know that there wasn't an "A18.brstm"? I'm PERFECTLY able to rip streams from Wii ISOs, just as long as I have the ISO, and that they are streams and not sequences. WiiScrubber or whatever isn't exactly difficult.
APE tags would be pretty easy to implement. there are free libraries available for it and foobar even has support for them built-in. on top of that, many tag editors have support for it (though you might have to rename the files to .ape)
I also agree with Koto. @TheUltimateKoopa, shut up. we told you already why those "extra" files don't exist and enough with asking why these tracks from other games don't exist as well. If they were really streamed or if they existed, they would be on the set so deal with it because then they would either be a) SEQUENCED or b) unused tracks removed by the developer.
Excuse me? How the heck can you agree with Koto? He bumps a six day old topic to tell me to "rip it myself"? I RIPPED IT MYSELF!!! How can you agree with him? There's nothing TO agree with! What the god damned part of "I RIPPED IT MYSELF" don't you understand? So, DON'T tell me to shut up. I never said ANYTHING wrong. And the idiot tells me to rip it myself? Incase you haven't gotten the freaking message... I. HAD. RIPPED. IT. MY. SELF! Again, remind me how you can "agree" with someone telling me to do WHAT THE HECK I HAD ALREADY DONE???
Also, um, remind me where you "already told me why they don't exist", and THEN point to the part where I some how ignored that part, and somehow asked the question again. Because all I'm getting is that I said to Koto that he told me to do what I already did. I don't get the "Shut up", or the "WE already told you". Perhaps you should read my reply to Koto more carefully!
NOW LISTEN! I HAD RIPPED THE STUPID SHIT MONTHS AGO! SO HOW CAN YOU AGREE WITH THE TWAT? IT'S LIKE ME TELLING LUNAR TO SEQUENCE A MIDI THAT HE'S ALREADY SEQUENCED!!! OF COURSE IT'S NOT HARD, KOTO! I'VE DONE IT MONTHS AGO!! HECK I'VE RIPPED ABOUT SIX WII SETS, AND A COUPLE OF GAMECUBE SETS. I'M NOT SAYING I'M THE BEST IN THE WORLD BECAUSE I RIPPED STUFF, I'M JUST PROVING THAT I CAN RIP STREAMS FROM ISOS!
I KNOW you agree with it. That's what I said. Are you blind?
I agre with the last 2 words of that statement you agree with. The part I don't agree with is the "Rip it by yourself". "Isn't difficult" is the part I do agree with. The reason I don't agree with the "Rip it by yourself" part, is that I had "ripped it by myself". If you weren't so freaking blind and/or retarded, you'd know that too.
it's opposite day in omochao's world so he agrees too. WE ALL AGREE!! are you really sure you're not the blind/retarded one? I can see my screen perfectly. Chill mein mädchen, no need to cry, daddy will make it all better.
The fact that the meltdown was a false alarm did not in anyway suggest that I thought it was related to me. I merely just prevented the meltdown. I never caused it.
Also, my father is not a sex offender. He's scum. And I mean that in the worst possible way.